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Games / Source / Re: Help test the online spelunky mod!
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on: September 20, 2010, 03:38:05 PM
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Keg: Oh, yeah. I blissfully forgot about it for a bit.  I call it machete/bow... I don't know if we ever fixed it... But I feel quite confident that it's due to the player dropping an item but not (for whatever number of reasons...) setting the oPlayer instance variable 'holding' to none. Then, when the player whips, the attack code checks and find the player IS 'holding' something but that item actually doesn't exists (was destroyed or deactivated), so the item can't have it's own 'type' variable to check if it's a machete or bow... The best fix would be to make sure the 'holding' variable always gets cleared. Second best would be to put some code to check if the item 'type' variable exists. Twitch: NP Buddy! If you get the time eventually and want to giver a try, post to this forum thread to contact me. I check here more than my email ;p. I'll give you current code and try to best explain what needs doing.
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Games / Source / Re: Help test the online spelunky mod!
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on: September 19, 2010, 02:46:15 PM
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Yeah.. I know hue wouldn't work. It'd just be easier.. I'm lazy.
The sprite thing would be a bit more work than you think, I think. Simply because sprite index is hard coded into many places in the game. Maybe I'm wrong tho... I'm not absolutely sure. A quick fix if it is would be to use code to re-name or switch the sprites. I'll have a look.
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Games / Source / Re: Help test the online spelunky mod!
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on: September 18, 2010, 09:14:30 PM
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Would your recolor involve me writing code to switch all the sprites? (Would you be making new sprites?) Like how becoming the damsel switches all sprites and is hard coded into many many areas of the game... I was simply going to use image_change_hue() (or whatever it is) to bypass the trouble of having separate sprites but if you know how to make it work with the code... I like purple too! and red, blue and green. I starting to get tempted to work on this again... 
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Games / Source / Re: Help test the online spelunky mod!
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on: September 18, 2010, 07:35:41 PM
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 Sweet! I love all the FPS ideas. A lot more work it would be, but wouldn't it be cool if you could build your own base (time/space/ resource restricted editor) during a planning stage. I just thought of a way to better syn off-screen info! Update info in three situations: 1: When players are within 'range' of each other, whoever is closest to the changing object (enemy/item/solid ect..) is responsible to send the info. The further player receives and updates. 2: when players are not within range, whenever something (except solids) goes out of your view (and gets deactivated), or gets destroyed, that player will send the info about that object to the other player (before it gets deactivated  ). 3: When the players MOVE into range of each other, each player sends info about all movable objects active in their view to the the other player. (This last one needs some work I think.. Ideas?)
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Games / Source / Re: Help test the online spelunky mod!
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on: September 18, 2010, 06:03:22 PM
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Karjam: You can go to different screens, but it's currently done by activating all objects for both players screens on both computers... Ie, twice the objects active for each player. This causes two problems. One is the additional resources necessary to run the game (it won't run on slower computers). Two is because each player on each computer is fully active, jumping on enemies / pushing blocks (and some other things) tend to go out of sync when players are on different screens. This is what causes the 'random' death of oPlayer2.. (i think) Fix would be to have both players responsible for reporting any changes *they* make to the world. As for recolors.. That would be great! Currently you CAN change into the damsel (or tunnel man?) but there are a number of bugs with the sprites with this... I 'could' write a quick bit of code to simple change the hue of the sprites, but that would change the skin color too i think. Mini games list so far is only the one Pat mentioned.. Break floor. Do you have any ideas? Any chance you'd like to work on the mod?! 
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Games / Source / Re: Help test the online spelunky mod!
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on: September 17, 2010, 05:03:31 PM
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Yeah.. that looks like fun. :  Kinda reminiscent of the fights I used to have with my GF in Keg's mod. Epic. I haven't heard from Thespis in about a week... Looks like online is on hold again. I really haven't had a mind for programming lately. Hey Pat, has Twitch seen my additions yet? Maybe he'd like to have a go at it again some time? If not, I 'may' try it again eventually... 
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Games / Source / Re: Spelunky Roguelike
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on: September 14, 2010, 08:41:56 PM
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HA! goofy.  You can simply turn off the 'dirt' in the code. I think it's in scrInitLevel. Its a funny one, it is.
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Games / Source / Re: Help test the online spelunky mod!
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on: September 14, 2010, 03:56:26 AM
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I'm not sure.. Thespis expressed interest but he was also talking about trying do do his own. I'm somewhat tempted to continue on with it.. But I got kind of bored with it and am enjoying working on my usual mod. So I don't know if it'll keep on..
There's still a call out to anyone who'd like to give a try at coding it! ?? I'll show you where and how I did all my code so far and give some idea what i think might help it along.
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Games / Source / Re: Help test the online spelunky mod!
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on: September 12, 2010, 07:25:55 PM
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Ah, come on... "hardly anything". I'd say levels, players, most enemies (most of the time... ;p), most items, pickups generated from chests/boxs/jars..... Likely more. Yeah, it's still unplayable due to the dieing randomly thing.  BUT alot of people have put ALOT of work in this already (like > months). Some respect is due. I'm sure you have NO idea how difficult a project like this is. As for the random dieing thing.. if anyone can figure out why, it'd be much appreciated. And of people who just want to play something mostly finished, Keg's multiplayer single computer mod is the furthest along.
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Games / Source / Re: Help test the online spelunky mod!
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on: September 09, 2010, 05:13:03 PM
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It is said to be continued by Thespis. It works OKish currently but it need quite a bit of work to be really playable. Currently, it's very easy for a player to die on one computer and continue living on another... Also some bugs remain with enemies going out of sync. I have good ideas on how to fix these things but I'm bored with coding this and would like to pass it on to anyone down with continuing it. Thespis was the one that inspired me to write for this and I think he'll be taking over from me.. But anyone else is welcome to giver a try! Just write here and I'll give you an idea of what to do. The EXE: http://www.mediafire.com/?dzrxrcmwwowz5twThe current code is here: http://www.mediafire.com/?5vdt6an9a8xc8uothe dll needed is here: http://www.mediafire.com/?3n3dp7vn39sj8k1to use it, boot up and select "host" (with the mouse :L ) on one computer. Then boot and select "join" on another. type the IP address of the "hosting" computer (it looks like 192.168.x.x if playing over LAN, else for over the internet you can find the hosts IP by visiting http://www.whatsmyip.org/) You might need to port forward the hosts connection... it's fun! http://portforward.com/ and forward 14805 on UDP and 14804 on TCP BTW.. the mini-games are way cool. 
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